Nolla Isle: Difference between revisions

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==== Room 1 ====
==== Room 1 ====
[[File:Hämis.gif|thumb]]
[[File:Hämis.gif|thumb]]
A lantern hangs from the ceiling and a large barrel containing oil stands in a corner of the room, there are exits in two directions, one leads to Room 2, the other to Room 7. A strange creature looking like a purple ball with yellow eyes and three legs hops around and looks at the new arrivals. Reb approaches the creature and it jumps at him, attacking the fighter. It's not that strong and soon is brought low. This is a '''Hämis''', Plural Hämikset, informs Velkor as he consults his notes.
A lantern hangs from the ceiling and a large barrel containing oil stands in a corner of the room, there are exits in two directions, one leads to Room 2, the other to Room 7. A strange creature looking like a purple ball with yellow eyes and three legs hops around and looks at the new arrivals. Reb approaches the creature and it jumps at him, attacking the fighter. It's not that strong and soon is brought low. This is a '''Hämis''', Plural '''Hämikset''', informs Velkor as he consults his notes.


==== Room 2 ====
==== Room 2 ====
[[File:Hurtta.gif|thumb|left]]
[[File:Hurtta.gif|thumb|left]]
There are no lanterns in this room but a set of red eyes appears in the dark. When the party investigates a dog like creature jumps and attacks, it certainly fights more like a wolf than a dog. Afterwards Velkor identifies it as a '''Hurrta'''.
There are no lanterns in this room but a set of red eyes appears in the dark. When the party investigates a dog- like creature jumps and attacks, it certainly fights more like a wolf than a dog. Afterwards Velkor identifies it as a '''Hurrta'''.


An old wheelbarrow stands abandoned. There is a huge vat made of timber that reaches almost up to the ceiling, it is filled with sand. A wooden crate with white skull painted on it stands in a corner. When opened with a crowbar it turns out to be filled with a coarse orange/pinkish powder. Regius fills an old sock with it.
An old wheelbarrow stands abandoned. There is a huge vat made of timber that reaches almost up to the ceiling, it is filled with sand. A wooden crate with white skull painted on it stands in a corner. When opened with a crowbar it turns out to be filled with a coarse orange/pinkish powder. Regius fills an old sock with it.
Our friends continue on.


==== Room 3 ====
==== Room 3 ====
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==== Room 5 ====
==== Room 5 ====
The floor here slopes up and then there's a lake of lava extending to beyond where the eye can see. An emerald tablet lays next to the lake. Velkor looks at his notes, this is the ''Tabula Smaragdina'' and translates it'':''<blockquote>Tis true without lying, certain and most true.
The floor here slopes up and then there's a lake of lava extending to beyond where the eye can see. An emerald tablet lays next to the lake. Velkor looks at his notes, this is the '''Tabula Smaragdina''' and translates it'':''<blockquote>Tis true without lying, certain and most true.


That which is below is like that which is above
That which is below is like that which is above
Line 72: Line 74:


==== Room 7 ====
==== Room 7 ====
There's a small pile of coal laying in the room and another crate with a skull on it. There are runes on the wall, fortunately Velkor's notes help the party in deciphering them: “Devoted seeker after true wisdom know this we are watching you.”
There's a small pile of coal laying in the room and another crate with a skull on it. There are runes on the wall, fortunately Velkor's notes help the party in deciphering them: “''Devoted seeker after true wisdom know this we are watching you.''


==== Room 8 ====
==== Room 8 ====
[[File:Limanuljaska.gif|thumb]]
[[File:Limanuljaska.gif|thumb]]
There’s a large vat on stilts on left side of the room with a downwards pointing triangle (water) etched on the side. On a small pedestal sits a large vial containing a light purple liquid, later identified as Polymorphine. Two Limanuljaska float around at 15’ high. They shoot globs of acid at our friends and being at that height makes it more difficult to attack but they are defeated.
There’s a large vat on stilts on left side of the room with a downwards pointing triangle (water) etched on the side. On a small pedestal sits a large vial containing a light purple liquid, later identified as '''Polymorphine'''. Two '''Limanuljaska''' float around at 15’ high. They shoot globs of acid at our friends and being at that height makes it more difficult to attack but they are defeated.


Harpin wants to look inside the vat but it's quite high and hard to peer over the edge. He manages but then falls into the empty vat, there's just a few drops of water in it. Multiple plans are made for getting the gnome out but in the end Regius destroys one of the four stilts and the whole construction topples over onto the unlucky priest.
Harpin wants to look inside the vat but it's quite high and hard to peer over the edge. He manages but then falls into the empty vat, there's just a few drops of water in it. Multiple plans are made for getting the gnome out but in the end Regius destroys one of the four stilts and the whole construction topples over onto the unlucky priest.
Line 83: Line 85:
A big, metal, empty basin stands in the of the center of room, to the north is a wall of wooden planks instead of the usual earth or rock. A large bucket sits on a pedestal next to the basin, a few drops of oil can be found at the bottom of it. A dull red gem is set into the inner wall of the basin, just under the top.
A big, metal, empty basin stands in the of the center of room, to the north is a wall of wooden planks instead of the usual earth or rock. A large bucket sits on a pedestal next to the basin, a few drops of oil can be found at the bottom of it. A dull red gem is set into the inner wall of the basin, just under the top.


Our friends wonder about to function of the basin and gem, Butch checks out the wooden wall and knocking on it, finds it sounds hollow. After breaking the wall down they find another basin, this one filled with oil. Reb then takes the bucket and fills the empty basin with oil from the filled one. When it is almost filled the red gem lights up and on the pedestal a wand carved in the shape of a rose appears, the word Ruusu inscribed on it.
Our friends wonder about to function of the basin and gem, Butch checks out the wooden wall and knocking on it, finds it sounds hollow. After breaking the wall down they find another basin, this one filled with oil. Reb then takes the bucket and fills the empty basin with oil from the filled one. When it is almost filled the red gem lights up and on the pedestal a wand carved in the shape of a rose appears, the word '''Ruusu''' inscribed on it.


==== Room 10 ====
==== Room 10 ====
On a small pedestal sits a tiny yellow rock that looks most fiery, Velkor says it must be a Kiuaskivi, it gives resistance to fire to who holds it. A minecart with a broken wheel stands in one corner and numerous Hämikset jump around in another corner next to a crate with a white skull. The party slowly approaches and a Hämis attacks. That's when they decide to shoot at the crate and a large explosion kills all of the remaining enemies and takes a good chunk out of the wall.
On a small pedestal sits a tiny yellow rock that looks most fiery, Velkor says it must be a '''Kiuaskivi''', it gives resistance to fire to who holds it. A minecart with a broken wheel stands in one corner and numerous '''Hämikset''' jump around in another corner next to a crate with a white skull. The party slowly approaches and a '''Hämis''' attacks. That's when they decide to shoot at the crate and a large explosion kills all of the remaining enemies and takes a good chunk out of the wall.


==== Room 11 ====
==== Room 11 ====
A large boulder blocks progress, it seems to sit at top of a ramp going deeper into the room beyond, the sound of a large number of Hämikset can be heard beyond. With no way to pass our friends push the large stone and it rolls into the room below, killing all the purple creatures in there.
A large boulder blocks progress, it seems to sit at top of a ramp going deeper into the room beyond, the sound of a large number of '''Hämikset''' can be heard beyond. With no way to pass our friends push the large stone and it rolls into the room below, killing all the purple creatures in there.
[[File:Äitinuljaska.gif|thumb]]
[[File:Äitinuljaska.gif|thumb]]
Not everything is destroyed; in a corner of the room against the wall stands an 80 cm long board made of birch wood with metal pegs at one end and a metal bar set into a wood housing at the other, horsehair strings run from the pegs to the bar. It's a musical instrument, a [[wikipedia:Kantele|kantele]].
Not everything is destroyed; in a corner of the room against the wall stands an 80 cm long board made of birch wood with metal pegs at one end and a metal bar set into a wood housing at the other, horsehair strings run from the pegs to the bar. It's a musical instrument, a [[wikipedia:Kantele|'''kantele''']].


==== Room 12 ====
==== Room 12 ====
The middle of this room is taken up by a very large metal cube that goes from floor to ceiling. Part of the metal has been made transparent and inside is a floating blob of probably 3 meter diameter, it is a sickly green with many whitish eyes all over, tiny tendrils hang from the bottom of it. A look at the notes tells this is a Äitinuljaska. On a small pedestal sits a large vial containing a bright green liquid, identified as Acid.
The middle of this room is taken up by a very large metal cube that goes from floor to ceiling. Part of the metal has been made transparent and inside is a floating blob of probably 3 meter diameter, it is a sickly green with many whitish eyes all over, tiny tendrils hang from the bottom of it. A look at the notes tells this is a '''Äitinuljaska'''. On a small pedestal sits a large vial containing a bright green liquid, identified as '''Acid'''.


==== Room 13 ====
==== Room 13 ====
A few mostly empty rooms with some silver ore veins lead to room with smooth brown/yellowish brickwork at the end of it. The back of the room is taken up with a large plinth, inscribed with runes along the bottom, floating above it is a large, swirling, vertical, purple disc. On the right side is a slightly smaller plinth, also inscribed with runes, on it sits a dark blue sphere engulfed in lighter blue magical flames, inside of it one can just about make out a stylized tentacle. Next to it lays an emerald tablet.
A few mostly empty rooms with some silver ore veins lead to room with smooth brown/yellowish brickwork at the end of it. The back of the room is taken up with a large plinth, inscribed with runes along the bottom, floating above it is a large, swirling, vertical, purple disc. On the right side is a slightly smaller plinth, also inscribed with runes, on it sits a dark blue sphere engulfed in lighter blue magical flames, inside of it one can just about make out a stylized tentacle. Next to it lays an emerald tablet.
[[File:Stendari.gif|thumb]]
[[File:Stendari.gif|thumb]]
Standing in the middle of the room is a creature that looks like a man whose skin has burned completely; it is scarred, colored a dark red, the top of his head and his hands are wreathed in flame. This Stendari starts throwing balls of fire at the party and combat ensues. Any attack hitting the creature opens up its skin and liquid fire pours out. But our friends are victorious.
Standing in the middle of the room is a creature that looks like a man whose skin has burned completely; it is scarred, colored a dark red, the top of his head and his hands are wreathed in flame. This '''Stendari''' starts throwing balls of fire at the party and combat ensues. Any attack hitting the creature opens up its skin and liquid fire pours out. But our friends are victorious.


The runes translate to "Teleport" under the purple disc and "Seek the End" under the blue orb. The Emerald Tablet hold just two lines:<blockquote>“The sacrifice of oneself to the pursuit of knowledge. Is the highest tribute to the gods.”</blockquote>Harpin interacts with the blue sphere and when he does, he hears the words: “Secrets of otherworldly life have been unlocked to you.” He has gained a [[Revenge Tentacle]]. The large purple disc looks a lot like a portal, Velkor confirms it, and one by one our friends go through.
The runes translate to "''Teleport''" under the purple disc and "''Seek the End''" under the blue orb. The '''Emerald Tablet''' hold just two lines:<blockquote>“The sacrifice of oneself to the pursuit of knowledge. Is the highest tribute to the gods.”</blockquote>Harpin interacts with the blue sphere and when he does, he hears the words: “''Secrets of otherworldly life have been unlocked to you.''” He has gained a [[Revenge Tentacle|'''Revenge Tentacle''']]. The large purple disc looks a lot like a portal, Velkor confirms it, and one by one our friends go through.


==== Room 14 ====
==== Room 14 ====
Stepping through the portal they arrive inside a large room made of the same brickwork as the previous one though there is no portal on this side, so no way back. One large stone basin contains clear, fresh water, another contains fish, which Butch catches for a nice meal. A large pedestal inscribed with runes, "Refreshing", along the bottom sits next to it, motes of light float above it.
Stepping through the portal they arrive inside a large room made of the same brickwork as the previous one though there is no portal on this side, so no way back. One large stone basin contains clear, fresh water, another contains fish, which Butch catches for a nice meal. A large pedestal inscribed with runes, "''Refreshing''", along the bottom sits next to it, motes of light float above it.
 
Beyond it is a large rack containing a number of weapons, ammunition, and armor repair tools. Beyond that is an exit tunnel. Velkor tells the party that this place is called '''Holy Mountain''' in the notes he has. When looking through the weapons they find a magic spear; '''[[Keihäs]]'''.


Beyond it is a large rack containing a number of weapons, ammunition, and armor repair tools. Beyond that is an exit tunnel. Velkor tells the party that this place is called Holy Mountain in the notes he has. When looking through the weapons they find a magic spear; [[Keihäs]].
=== Coal Pits ===


==== Room 15 ====
==== Room 15 ====
As the party exits Holy Mountain they arrive into a large underground cavern, large piles of coal lay everywhere and a number of pits have been dug in the ground. Most are empty but one contains a sickly green liquid. A few wooden beams hold up the ceiling and oil lanterns hang from them. Suddenly they hear and feel a deep rumbling sound as if they are in the middle of an earthquake, and indeed, they almost are; behind them, the tunnel to the Holy Mountain has collapsed in on itself.
As the party exits Holy Mountain they arrive into a large underground cavern, large piles of coal lay everywhere and a number of pits have been dug in the ground. Most are empty but one contains a sickly green liquid. A few wooden beams hold up the ceiling and oil lanterns hang from them. Suddenly they hear and feel a deep rumbling sound as if they are in the middle of an earthquake, and indeed, they almost are; behind them, the tunnel to the Holy Mountain has collapsed in on itself.


Velkor delves into his notes and concludes that these must be the Coal Pits. There are two exits, one to the left and one to the right.
Velkor delves into his notes and concludes that these must be the '''Coal Pits'''. There are two exits, one to the left and one to the right.


==== Room 16 ====
==== Room 16 ====
Line 118: Line 122:
More heaps of coal lie around this cavern, there is what looks to be a small gold vein in the wall to the left. A wooden platform has been built to cross the room about halfway from the entrance, a crate with a skull painted on it stands on the right side of it. A large hopper containing some kind of orange/pinkish powder is built next to the platform, near where the box is.
More heaps of coal lie around this cavern, there is what looks to be a small gold vein in the wall to the left. A wooden platform has been built to cross the room about halfway from the entrance, a crate with a skull painted on it stands on the right side of it. A large hopper containing some kind of orange/pinkish powder is built next to the platform, near where the box is.


At the opposite end of the room, are two small, purple blobs with wings and one eye, small tendrils drooping from the bottom of their bodies, they fly around a much, much larger purple blob with wings, this one has at least three eyes and is probably two meters in diameter. Later identified as Lepakko and Suurlepakko, the creatures attack. The big one shoots out two of the smaller ones every time it attacks and all of them cover any target in slime with every successful attack. But what could have been a very dangerous encounter becomes trivial when Regius casts Spirit Guardians.
At the opposite end of the room, are two small, purple blobs with wings and one eye, small tendrils drooping from the bottom of their bodies, they fly around a much, much larger purple blob with wings, this one has at least three eyes and is probably two meters in diameter. Later identified as '''Lepakko''' and '''Suurlepakko''', the creatures attack. The big one shoots out two of the smaller ones every time it attacks and all of them cover any target in slime with every successful attack. But what could have been a very dangerous encounter becomes trivial when Regius casts Spirit Guardians.


==== Room 17 ====
==== Room 17 ====

Revision as of 12:25, 11 December 2024

This island on the Sarodin Sea is the rumored home of the ancient master alchemist Noita.

Event

On the way here Velkor told the party his plan. He doesn't belief the island is cursed but he knows it was the home of someone called Noita. No one seems to be sure what the race or gender of this person was, Velkor himself thinks it was a dwarven woman. She was an alchemist from before the Collapse and was known for going completely her own way and rejecting the tenets of her day.

Velkor has managed to get his hands on a diary/notes by someone called Minä. They tell a lot about the isle and the things on there. The man is specifically looking for an item called the Sampo, although maybe there might also be something called the Amulet of Yendor.

The isle has high cliffs almost all the way around, there is a dilapidated jetty but Velkor wants to go to the opposite side. There is a small, pebbly beach there and our friends are dropped off there. The water smells rather strange [like ammonia] as they make their way over. A path leads up and then splits to multiple directions; a lake, an enormous tree, etc. But Velkor tells them the mines are the way to find the items he is after.

On the way they pass a large standing stone with an inscription that Velkor manages to translate with his notes:

The midsummer's loon flew over a swamp and landed at the base of a great tree. The water bird laid three eggs. The first egg rolled from the nest and cracked. Blood flowed from the crack for seven days and seven nights. From the blood life and death were formed.

There are two smaller, overgrown standing stones next to the entrance to the mines, they have strange iconography on it that no one can place. And inside the entrance are even more. Soon they arrive at the top of a ramp that leads into the mines, an old mine cart stands there on a rusted track. Suddenly everyone gets the sense of themselves, wearing purple robes, brandishing a wand, standing on the cart as it barrels down the ramp. As soon as it comes the feeling passes again. But the idea lingers and Butch and Reb decide to go down the ramp exactly that way.

Mines

The walls, ceiling, and floor here are earth and stone, there are many large wooden beams holding up everything.

Room 1

A lantern hangs from the ceiling and a large barrel containing oil stands in a corner of the room, there are exits in two directions, one leads to Room 2, the other to Room 7. A strange creature looking like a purple ball with yellow eyes and three legs hops around and looks at the new arrivals. Reb approaches the creature and it jumps at him, attacking the fighter. It's not that strong and soon is brought low. This is a Hämis, Plural Hämikset, informs Velkor as he consults his notes.

Room 2

There are no lanterns in this room but a set of red eyes appears in the dark. When the party investigates a dog- like creature jumps and attacks, it certainly fights more like a wolf than a dog. Afterwards Velkor identifies it as a Hurrta.

An old wheelbarrow stands abandoned. There is a huge vat made of timber that reaches almost up to the ceiling, it is filled with sand. A wooden crate with white skull painted on it stands in a corner. When opened with a crowbar it turns out to be filled with a coarse orange/pinkish powder. Regius fills an old sock with it.

Our friends continue on.

Room 3

A large basin fills most of the room, it is filled with a liquid that smells like honey and lemon, it might be some kind of mead. There is about a meter between the wall and the room and the basin to walk to the opposite side and the exit there. In the middle of the basin is a small wooden platform with a chest on it. Our friends are very weary of traps and no one wants to enter the basin, even though the liquid is only waste high for a human.

As Butch walks around he spots a metal box with a flame engraved on it, under the liquid. He takes it out and gives it to Harpin who retreats all the way back to the entrance to open it carefully, what he finds is a fire starter, something he could create easily and tens times smaller. The others have used rope and a javelin to create a rope-way to the platform and Harpin is volunteered to check it out.

The chest opens without problem and inside are perfectly preserved food items:

  • Leipäjuusto (bread cheese); this baked, slightly sweet cheese best enjoyed hot with some cloudberry jam spread on top.
  • Bright-orange cloudberries (suomuurain, kruipbraam), can only be found growing in high altitude bogs.
  • Poronkäristys (sautéed reindeer) and a side of mashed potatoes and lingonberries (rode bosbes of vossenbes).

Reb comes over to the platform and his a look as well, and proceeds to eat half of everything in there! The chest itself turns out to be a Chest of Preserving and Butch takes it with him.

Room 4

This room has higher levels one either side, both reachable by a ladder. Strange bipedal creatures are on there, one either side. On the left is one that throws small red cylinders that explode, dealing damage to multiple people. On the right is one that has a muscle in its forearm connected to a very large double crossbow, when he shoots, his misses sometimes bounce and then still hit someone. A red barrel stands near the creature on the right. It's a tricky combat and the barrel explodes with quite some force when Regius' Shatter spell hits it. Our friends win out in the end though. Velkor identifies the opponents as Tappurahiisi and Haulikkohiisi, some kinds of strange devils?

On a small pedestal on the lower level sits a large vial containing an olive green liquid. Velkor identifies it as Acceleratium; it will make you faster, but he speculates this potion might not work outside of the island. Copper veins are visible in the walls, as are signs of it having been mined.

A corridor leads to a T intersection, a warmth and orange glow comes from the right.

Room 5

The floor here slopes up and then there's a lake of lava extending to beyond where the eye can see. An emerald tablet lays next to the lake. Velkor looks at his notes, this is the Tabula Smaragdina and translates it:

Tis true without lying, certain and most true.

That which is below is like that which is above

And that which is above is like that which is below

To do the miracles of one only thing

And as all things have been and arose

From one by the mediation of one:

So all things have their birth

From this one thing by adaptation.

Room 6

The path leads to an open doorway. Inside is a medium size room made of stone slabs. Just under the ceiling the room is ringed by strange looking gargoyles. At either end of the room stands a large capstan. Regius and Butch walk to either one and look to turn them, to see what might happen. Reb and Harpin are waiting just outside the door. When Regius turns his capstan ninety degrees a block of stone drops down to close of the doorway. And at the same time water starts falling from all the gargoyles' mouths, filling up the room!

Butch runs over to the doorway but there is no way to get through and the block of stone is massive, it won't be damaged or moved easily. Reb looks at the same thing from the other side and can tell that his crowbar won't do the job. Butch then turns his capstan and the water now starts flowing even faster. The cleric and barbarian decide to keep turning the capstans as they will only go in one direction. At 270 degrees a darkness spell envelops the capstans and everything around it.

But when both capstans are back in their original positions the water stops flowing, a grate appears in the floor and once all the water has been drained away the stone block in the entryway is pulled back up.

With nothing left to find here the party returns to the starting room and then continues the other way, leading them to Room 7.

Room 7

There's a small pile of coal laying in the room and another crate with a skull on it. There are runes on the wall, fortunately Velkor's notes help the party in deciphering them: “Devoted seeker after true wisdom know this we are watching you.

Room 8

There’s a large vat on stilts on left side of the room with a downwards pointing triangle (water) etched on the side. On a small pedestal sits a large vial containing a light purple liquid, later identified as Polymorphine. Two Limanuljaska float around at 15’ high. They shoot globs of acid at our friends and being at that height makes it more difficult to attack but they are defeated.

Harpin wants to look inside the vat but it's quite high and hard to peer over the edge. He manages but then falls into the empty vat, there's just a few drops of water in it. Multiple plans are made for getting the gnome out but in the end Regius destroys one of the four stilts and the whole construction topples over onto the unlucky priest.

Room 9

A big, metal, empty basin stands in the of the center of room, to the north is a wall of wooden planks instead of the usual earth or rock. A large bucket sits on a pedestal next to the basin, a few drops of oil can be found at the bottom of it. A dull red gem is set into the inner wall of the basin, just under the top.

Our friends wonder about to function of the basin and gem, Butch checks out the wooden wall and knocking on it, finds it sounds hollow. After breaking the wall down they find another basin, this one filled with oil. Reb then takes the bucket and fills the empty basin with oil from the filled one. When it is almost filled the red gem lights up and on the pedestal a wand carved in the shape of a rose appears, the word Ruusu inscribed on it.

Room 10

On a small pedestal sits a tiny yellow rock that looks most fiery, Velkor says it must be a Kiuaskivi, it gives resistance to fire to who holds it. A minecart with a broken wheel stands in one corner and numerous Hämikset jump around in another corner next to a crate with a white skull. The party slowly approaches and a Hämis attacks. That's when they decide to shoot at the crate and a large explosion kills all of the remaining enemies and takes a good chunk out of the wall.

Room 11

A large boulder blocks progress, it seems to sit at top of a ramp going deeper into the room beyond, the sound of a large number of Hämikset can be heard beyond. With no way to pass our friends push the large stone and it rolls into the room below, killing all the purple creatures in there.

Not everything is destroyed; in a corner of the room against the wall stands an 80 cm long board made of birch wood with metal pegs at one end and a metal bar set into a wood housing at the other, horsehair strings run from the pegs to the bar. It's a musical instrument, a kantele.

Room 12

The middle of this room is taken up by a very large metal cube that goes from floor to ceiling. Part of the metal has been made transparent and inside is a floating blob of probably 3 meter diameter, it is a sickly green with many whitish eyes all over, tiny tendrils hang from the bottom of it. A look at the notes tells this is a Äitinuljaska. On a small pedestal sits a large vial containing a bright green liquid, identified as Acid.

Room 13

A few mostly empty rooms with some silver ore veins lead to room with smooth brown/yellowish brickwork at the end of it. The back of the room is taken up with a large plinth, inscribed with runes along the bottom, floating above it is a large, swirling, vertical, purple disc. On the right side is a slightly smaller plinth, also inscribed with runes, on it sits a dark blue sphere engulfed in lighter blue magical flames, inside of it one can just about make out a stylized tentacle. Next to it lays an emerald tablet.

Standing in the middle of the room is a creature that looks like a man whose skin has burned completely; it is scarred, colored a dark red, the top of his head and his hands are wreathed in flame. This Stendari starts throwing balls of fire at the party and combat ensues. Any attack hitting the creature opens up its skin and liquid fire pours out. But our friends are victorious.

The runes translate to "Teleport" under the purple disc and "Seek the End" under the blue orb. The Emerald Tablet hold just two lines:

“The sacrifice of oneself to the pursuit of knowledge. Is the highest tribute to the gods.”

Harpin interacts with the blue sphere and when he does, he hears the words: “Secrets of otherworldly life have been unlocked to you.” He has gained a Revenge Tentacle. The large purple disc looks a lot like a portal, Velkor confirms it, and one by one our friends go through.

Room 14

Stepping through the portal they arrive inside a large room made of the same brickwork as the previous one though there is no portal on this side, so no way back. One large stone basin contains clear, fresh water, another contains fish, which Butch catches for a nice meal. A large pedestal inscribed with runes, "Refreshing", along the bottom sits next to it, motes of light float above it.

Beyond it is a large rack containing a number of weapons, ammunition, and armor repair tools. Beyond that is an exit tunnel. Velkor tells the party that this place is called Holy Mountain in the notes he has. When looking through the weapons they find a magic spear; Keihäs.

Coal Pits

Room 15

As the party exits Holy Mountain they arrive into a large underground cavern, large piles of coal lay everywhere and a number of pits have been dug in the ground. Most are empty but one contains a sickly green liquid. A few wooden beams hold up the ceiling and oil lanterns hang from them. Suddenly they hear and feel a deep rumbling sound as if they are in the middle of an earthquake, and indeed, they almost are; behind them, the tunnel to the Holy Mountain has collapsed in on itself.

Velkor delves into his notes and concludes that these must be the Coal Pits. There are two exits, one to the left and one to the right.

Room 16

More heaps of coal lie around this cavern, there is what looks to be a small gold vein in the wall to the left. A wooden platform has been built to cross the room about halfway from the entrance, a crate with a skull painted on it stands on the right side of it. A large hopper containing some kind of orange/pinkish powder is built next to the platform, near where the box is.

At the opposite end of the room, are two small, purple blobs with wings and one eye, small tendrils drooping from the bottom of their bodies, they fly around a much, much larger purple blob with wings, this one has at least three eyes and is probably two meters in diameter. Later identified as Lepakko and Suurlepakko, the creatures attack. The big one shoots out two of the smaller ones every time it attacks and all of them cover any target in slime with every successful attack. But what could have been a very dangerous encounter becomes trivial when Regius casts Spirit Guardians.

Room 17

Loot Found

Magic Items

  • Chest of Preserving
  • Ruusu wand - works as a Wand of Entangle, has 7 charges that do not refresh. Has this added effect: while restrained by this spell, targets takes 1d6 piercing damage at the start of each of their turns.
  • Kiuaskivi - fiery rock, gives fire resistance when held.
  • Keihäs

Potions

  • Acceleratium; your Speed is 1.5 times your regular Speed, for 1 minute.
  • Polymorphine; when vial is thrown against a creature, creature turns into a sheep with only a few hit points. When the sheep dies the creature dies.
  • Acid; uses 2024 version.

Valuables